But I still have this doubt ->
Would I be wrong to create a tile map 1280 x 768 and separate it into 256x256 blocks? And mount the background with 256 blocks as a puzzle. Or it would be like to play the whole picture?
It would still consume the same amount of memory regardless if you use tilemaps, tiledbackgrounds or sprite if the whole image is imported.
The only optimization in separating images is that you can use 1 image for similar objects. For instance, there are 2 castles but the body are both the same, only the
head is different because it differs in color. So we can have 2 castle heads (red & blue) but only 1 body which will be cloned into 2 instances. Now you saved a few memory from the castle body.
For Example Explanation:
The Background Parts: (2 Castle Body & 2 Castle Head)
Whole Image
1 Castle Head = 500 KB
1 Castle Body = 500KB
Needed Castle Head : 2
Needed Rotated Castle Body : 1
Needed Non-Rotated Castle Body: 1
Imported Castle Head : 2
Imported Castle Body : 2
Total Memory Usage: (500KB * 2) + (500KB * 2) = 2,000 KB or 2MB
Separated Image
1 Castle Head = 500 KB
1 Castle Body = 500KB
Needed Castle Head : 2
Needed Rotated Castle Body : 1
Needed Non-Rotated Castle Body: 1
Since the actual Castle Body image is the same for both Castle, we only need one. We'll just clone the 1st Castle Body image to make a 2nd instance and modify it's angle to fit our need.
Imported Castle Head : 2
Imported Castle Body : 1
Total Memory Usage: (500KB * 2) + (500KB * 1) = 1,500 KB or 1.5MB
I hope that explains it.
Reference: https://www.scirra.com/blog/ashley/3/te ... ap-tidbits